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godot-shaders-basics

godot shaders basics

SKILL.md

Full skill instructions

Shader Basics

Fragment/vertex shaders, uniforms, and built-in variables define custom visual effects.

Available Scripts

vfx_port_shader.gdshader

Expert shader template with parameter validation and common effect patterns.

shader_parameter_animator.gd

Runtime shader uniform animation without AnimationPlayer - for dynamic effects.

dissolve_scissor_expert.gdshader

High-performance mask-based dissolve. Uses ALPHA_SCISSOR to enable depth-prepass optimization and shadow casting.

instance_uniform_hitflash.gdshader

Batch-friendly hit effects. Uses instance uniform to allow thousands of unique flashes in one draw call.

screenspace_hex_pixelate.gdshader

Post-processing logic for stylizing screen output. Uses hint_screen_texture and optimized coordinate quantization.

noise_terrain_displacement.gdshader

Procedural geometry displacement using NoiseTexture2D in the vertex() function for rolling terrain.

foliage_wind_sway_expert.gdshader

GPU-driven wind animation using world_vertex_coords for uniform sway across the environment.

global_grass_flatten.gdshader

World-interaction pattern using global uniform. Synchronizes player position to push grass down project-wide.

depth_world_reconstruction.gdshader

Expert depth-buffer logic. Reconstructs world-space coordinates from hint_depth_texture for water/fog effects.

triplanar_world_mapping.gdshader

UV-less texturing architecture. Seamlessly projects textures along world axes for procedural cliffs and rocks.

instance_texture_array.gdshader

Bypassing batching limits. Combines sampler2DArray with instance uniform to give unique textures to thousands of batched objects.

screenspace_full_quad.gdshader

Godot 4.3 specific full-rect shader. Handles Reversed-Z coordinate reconstruction to prevent clipping at the near plane.

NEVER Do in Shaders

  • NEVER use discard unconditionally for optimization — It prevents the depth prepass from working effectively. A discarded pixel still costs vertex processing; sometimes not rendering the object is better [1].
  • NEVER use if/else for dynamic states in high-performance shaders — GPUs hate branching. Use mix(), step(), and smoothstep() for mathematical, hardware-optimized selection [5, 21].
  • NEVER compare floats exactly — Hardware precision varies; if (v == 0.5) is unreliable. Use abs(a - b) < epsilon or step().
  • NEVER use standard Alpha Blending for massive foliage — It prevents shadows and SSR. Use Alpha Scissor or Alpha Hash (dithering) to enable depth prepass and shadow casting [7].
  • NEVER hardcode POSITION to vec4(VERTEX, 1.0) for full-screen quads in 4.3+ — Godot 4.3 uses Reversed-Z depth; this will cause clipping. Use POSITION = vec4(VERTEX.xy, 1.0, 1.0) [8, 9].
  • NEVER duplicate materials to change one color/value on many enemies — Use instance uniform. This allows unique values for thousands of nodes while maintaining a single draw call (batching) [10].
  • NEVER use TIME without a speed multiplier — Fragment speed should be controllable via uniforms to ensure consistency across different gameplay states.
  • NEVER forget hint_source_color for color uniforms — Without it, the engine treats colors as linear math, leading to incorrect gamma and washed-out visuals in the inspector.
  • NEVER calculate complex math in fragment() that could be in vertex()vertex() runs once per point; fragment() runs millions of times per frame. Interpolate values via varying instead.
  • NEVER use #define macros for dynamic runtime toggles — These create new shader permutations, causing massive compilation stutters when first encountered in-game. Use uniforms instead.
  • NEVER forget to normalize vectors — Using reflect(dir, normal) on unnormalized vectors causes severe rendering artifacts and incorrect lighting math.
  • NEVER modify UV without bounds checking or fract() — Shifting UVs beyond 0.0-1.0 without repeat wrapping or clamping will sample edge pixels or return black, breaking texture consistency.

shader_type canvas_item;

void fragment() {
    // Get texture color
    vec4 tex_color = texture(TEXTURE, UV);
    
    // Tint red
    COLOR = tex_color * vec4(1.0, 0.5, 0.5, 1.0);
}

Apply to Sprite:

  1. Select Sprite2D node
  2. Material → New ShaderMaterial
  3. Shader → New Shader
  4. Paste code

Godot 4.7: Shaders

  • LinearToSRGB visual shader node no longer clamps to [0,1] on Mobile/Forward+.
  • Drawable Texture API for custom render targets.
  • get_format() on ImageTexture / PortableCompressedTexture2D moved to Texture2D base.

Common 2D Effects

Dissolve Effect

shader_type canvas_item;

uniform float dissolve_amount : hint_range(0.0, 1.0) = 0.0;
uniform sampler2D noise_texture;

void fragment() {
    vec4 tex_color = texture(TEXTURE, UV);
    float noise = texture(noise_texture, UV).r;
    
    if (noise < dissolve_amount) {
        discard;  // Make pixel transparent
    }
    
    COLOR = tex_color;
}

Wave Distortion

shader_type canvas_item;

uniform float wave_speed = 2.0;
uniform float wave_amount = 0.05;

void fragment() {
    vec2 uv = UV;
    uv.x += sin(uv.y * 10.0 + TIME * wave_speed) * wave_amount;
    
    COLOR = texture(TEXTURE, uv);
}

Outline

shader_type canvas_item;

uniform vec4 outline_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
uniform float outline_width = 2.0;

void fragment() {
    vec4 col = texture(TEXTURE, UV);
    vec2 pixel_size = TEXTURE_PIXEL_SIZE * outline_width;
    
    float alpha = col.a;
    alpha = max(alpha, texture(TEXTURE, UV + vec2(pixel_size.x, 0.0)).a);
    alpha = max(alpha, texture(TEXTURE, UV + vec2(-pixel_size.x, 0.0)).a);
    alpha = max(alpha, texture(TEXTURE, UV + vec2(0.0, pixel_size.y)).a);
    alpha = max(alpha, texture(TEXTURE, UV + vec2(0.0, -pixel_size.y)).a);
    
    COLOR = mix(outline_color, col, col.a);
    COLOR.a = alpha;
}

3D Shaders

Basic 3D Shader

shader_type spatial;

void fragment() {
    ALBEDO = vec3(1.0, 0.0, 0.0);  // Red material
}

Toon Shading (Cel-Shading)

shader_type spatial;

uniform vec3 base_color : source_color = vec3(1.0);
uniform int color_steps = 3;

void light() {
    float NdotL = dot(NORMAL, LIGHT);
    float stepped = floor(NdotL * float(color_steps)) / float(color_steps);
    
    DIFFUSE_LIGHT = base_color * stepped;
}

Screen-Space Effects

Vignette

shader_type canvas_item;

uniform float vignette_strength = 0.5;

void fragment() {
    vec4 color = texture(TEXTURE, UV);
    
    // Distance from center
    vec2 center = vec2(0.5, 0.5);
    float dist = distance(UV, center);
    
    float vignette = 1.0 - dist * vignette_strength;
    
    COLOR = color * vignette;
}

Uniforms (Parameters)

// Float slider
uniform float intensity : hint_range(0.0, 1.0) = 0.5;

// Color picker
uniform vec4 tint_color : source_color = vec4(1.0);

// Texture
uniform sampler2D noise_texture;

// Access in code:
material.set_shader_parameter("intensity", 0.8)

Built-in Variables

2D (canvas_item):

  • UV - Texture coordinates (0-1)
  • COLOR - Output color
  • TEXTURE - Current texture
  • TIME - Time since start
  • SCREEN_UV - Screen coordinates

3D (spatial):

  • ALBEDO - Base color
  • NORMAL - Surface normal
  • ROUGHNESS - Surface roughness
  • METALLIC - Metallic value

Best Practices

1. Use Uniforms for Tweaking

// ✅ Good - adjustable
uniform float speed = 1.0;

void fragment() {
    COLOR.r = sin(TIME * speed);
}

// ❌ Bad - hardcoded
void fragment() {
    COLOR.r = sin(TIME * 2.5);
}

2. Optimize Performance

// Avoid expensive operations in fragment shader
// Pre-calculate values when possible
// Use textures for complex patterns

3. Comment Shaders

// Water wave effect
// Creates horizontal distortion based on sine wave
uniform float wave_amplitude = 0.02;


Expert Pattern: Deferred-Fog-Volume

Create localized volumetric effects (caves, toxic clouds) using custom fog shaders that react to real-time lighting.

// Custom Localized Fog Shader
shader_type fog;

uniform float base_density : hint_range(0.0, 10.0) = 1.0;
uniform vec3 edge_color : source_color = vec3(0.1, 0.5, 0.8);

void fog() {
    // 1. SDF built-in contains distance to FogVolume surface
    float distance_factor = clamp(-SDF, 0.0, 1.0);
    
    // 2. Smooth density falloff at volume edges
    float edge_fade = pow(distance_factor, 2.0);
    
    // 3. Output to volumetric froxel buffer
    DENSITY = base_density * edge_fade;
    ALBEDO = edge_color;
}

Expert Pattern: Compute-Shader-Particles

Simulate massive, high-performance particle systems (boids, fluids) using the RenderingDevice API for raw GPGPU processing.

class_name ComputeParticleSim extends Node

var _rd: RenderingDevice
var _pipeline: RID
var _buffer: RID

func _ready() -> void:
    # 1. Initialize RenderingDevice and load GLSL
    _rd = RenderingServer.create_local_rendering_device()
    var shader_file := load("res://particle_sim.glsl") as RDShaderFile
    var shader_rid := _rd.shader_create_from_spirv(shader_file.get_spirv())
    
    # 2. Setup Storage Buffer for particle data
    var data := PackedFloat32Array()
    data.resize(6400) # 6400 particles
    _buffer = _rd.storage_buffer_create(data.size() * 4, data.to_byte_array())
    
    # 3. Create Compute Pipeline and Uniform Set
    var uniform := RDUniform.new()
    uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_STORAGE_BUFFER
    uniform.binding = 0
    uniform.add_id(_buffer)
    
    var uniform_set := _rd.uniform_set_create([uniform], shader_rid, 0)
    _pipeline = _rd.compute_pipeline_create(shader_rid)
    
    # 4. Dispatch (simplified for logic overview)
    var compute_list := _rd.compute_list_begin()
    _rd.compute_list_bind_compute_pipeline(compute_list, _pipeline)
    _rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
    _rd.compute_list_dispatch(compute_list, 100, 1, 1) # 100 workgroups * 64
    _rd.compute_list_end()

Expert Pattern: Shader-Debug-Visualizer

Diagnostic tool to inspect Depth, Normals, and UVs using a full-screen post-processing quad.

shader_type spatial;
render_mode unshaded, fog_disabled;

uniform sampler2D depth_tex : hint_depth_texture;
uniform sampler2D norm_tex : hint_normal_roughness_texture;
uniform int mode : hint_range(0, 2) = 0; // 0: Depth, 1: Normals, 2: UVs

void vertex() {
    POSITION = vec4(VERTEX.xy, 1.0, 1.0); // Full-screen quad
}

void fragment() {
    if (mode == 0) {
        float raw_depth = texture(depth_tex, SCREEN_UV).x;
        // Convert to linear view-space depth
        vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, raw_depth);
        vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
        view.xyz /= view.w;
        ALBEDO = vec3(clamp(-view.z / 100.0, 0.0, 1.0));
    } else if (mode == 1) {
        vec3 norm = texture(norm_tex, SCREEN_UV).xyz * 2.0 - 1.0;
        ALBEDO = (norm * 0.5) + 0.5;
    } else {
        ALBEDO = vec3(SCREEN_UV, 0.0);
    }
}

Expert Pattern: Visual-Shader-Extensibility

Extend the Visual Shader editor by creating custom VisualShaderNodeCustom classes in GDScript to expose complex math or global functions as reusable nodes.

@tool
class_name VisualShaderNodeCustomMath extends VisualShaderNodeCustom

func _get_name() -> String: return "CustomPhysicsMath"
func _get_category() -> String: return "Custom"
func _get_return_icon_type() -> PortType: return PORT_TYPE_SCALAR

func _get_input_port_count() -> int: return 2
func _get_input_port_name(port: int) -> String: return "in_" + str(port)
func _get_input_port_type(_port: int) -> PortType: return PORT_TYPE_SCALAR

func _get_output_port_count() -> int: return 1
func _get_output_port_name(_port: int) -> String: return "out"
func _get_output_port_type(_port: int) -> PortType: return PORT_TYPE_SCALAR

func _get_code(input_vars: Array[String], output_vars: Array[String], _mode: Shader.Mode, _type: VisualShader.Type) -> String:
    return "%s = %s * (1.0 - %s);" % [output_vars[0], input_vars[0], input_vars[1]]

Expert Pattern: Shader-Precompilation-Warmup

Prevent mid-game "shader stutter" by forcing the engine to compile and cache pipelines during a loading screen.

func warmup_shaders(scenes: Array[PackedScene]):
    for scene in scenes:
        var inst = scene.instantiate()
        add_child(inst)
        # Place in front of camera
        inst.position = Vector3(0, 0, -5) 
    
    # Force a single-frame render to populate the pipeline cache
    await RenderingServer.frame_post_draw
    
    # Cleanup
    for child in get_children():
        child.queue_free()

Reference

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